If nothing else, Heart of Surging Flame with the brand new collaborated song ‘After It All’ composed by famous Dutch DJ duo Yellow Claw is an excellent reason to download the game right now. If you enjoy strategy RPG games, Arknights is unlikely to disappoint.
There’s a lot to love about Arknights. Within the game’s story, base-building mechanics, and resource collecting side missions, there’s a ton to experience, but I was hoping for a little more. A PvP mode or event story modes would have worked well here as well as have it more in line with other mobile games available.
On the surface Arknights presents itself as a somewhat unique Tower Defense experience. In this way, the game excels. In reality, Arknights is a mobile idle game where 95% of your time is spent waiting 3 minutes for auto-play to finish so you can get to your next auto-play.
This might sound like I hate the game but that's far from the truth. As an idle game, Arknights is flawed but rewarding. The lack of quality of life features in the auto-play really harms the games day to day 'fun' but the constant gradual progression even when playing 100% free to play is satisfying. Every few days I find myself actually playing a couple levels of the tower defense and seeing just how my roster has improved while also being presented with new challenges.
It's worth noting that if you do NOT view Arknights as an idle game and instead choose to see it as a Tower Defense Gacha...prepare to love your first couple weeks and then hate the game. The drop rates in this gacha are atrocious (as they are in most mobile games) and the barriers that get in the way of more fun tower defense game play are monstrous. Based on what I've seen from youtubers showcasing the **** need to spend a lot of money if you want to keep this game going at a good pace.
As for the monetization in this game its pretty typical of a mobile game. Arknights is mostly PvE aside from a friends list system which plays a minor role in the overall experience. As such the pressure to 'pay to win' is entirely self inflected if you choose to go that route. If for some reason you're in a rush to get through the grind so you can start a new grind then so be it. If you're the sort to spend big on loot boxes and cosmetics than this is not going to be a pleasant experience for your pocket book and you should likely stay away.
I very highly recommend people check this out. The hype is real and its among my favorite mobile experiences to date. That said mobile gaming in general isn't in the greatest place so there's still a ton of room for improvement and I can't bring myself to giving this more than a 7/10.
Short version:
I started shortly after global launch, and played for almost four years, with my main issues being its utter lack of quality of life, how RNG just kept getting shoved into game play more, and more, and how intolerably verbose all the writing would be.
---------------------------------------
Long version:
It launched with very weak quality of life, and after four years, virtually nothing was changed on this front, making playing a real annoyance. In most games of this type, which are heavily built around farming the same stages over, and over, you can quickly skip clear previously completed stages, or at least could let it auto repeat clear stages. Here, no skip clearing, no auto repeat, the auto clear function wasn't particularly reliable, and you needed to start up each run manually. If I didn't play on an emulator, so I could simulate an auto repeat function, I would have quit in short order. Beyond that, you need to log in at least twice a day to fiddle with your base, as characters would get fatigued, and you had to move them around, something I've never seen in such a function of other games. Most things in general were more of a chore than you'd expect them to be.
The auto complete of stages was unreliable due to how much RNG they kept putting into things, so even if the recorded play through was perfect, RNG in subsequent auto runs could fail if enough aspects differed. This resulted in the one major "quality of life" improvement people tend to point out, that being making the big weekly annihilation stage so we could skip clear it. Although in reality, it wasn't a quality of life change, it was as with the growing amount of RNG, the auto clears would fail far too often due to how long the stage was. Aside from that, its last two new game modes when I quit were all built around RNG. Not being able to use my characters, or not being able to use them properly, as I needed to jump through a number of RNG hoops first was not fun, so I would just ignore those game modes.
For some reason Chinese developed games all seem to suffer from the issue of their writing being extraordinarily verbose/wordy. Like when explaining a new game mode, or introducing players to a new event, instead of just getting to the point, and letting the player play, they always had to have a bunch of characters chat, and chat, and chat about random nonsense. I normally will read everything, even manuals, but I couldn't stand the writing here so much, that I gave up on reading any story text within a year.
This is another heavy Pay2Win game on mobile. I don't even understand the hype for this game. I was that dumb enough to spend money in this game and purchased the monthly card. Even with that card it takes WEEKS to be able to summon only 1 x10 summon. I mean srsly? Even WITH the monthly card. There is a in game currancy recruite system but it is almost useless dua of 99.9% getting the same heroes. There are allot of good idea mechanics BUT they are mostly build in Pay2Win mechanic. Another Stamina system game where you get like 10 minutes of gameplay and have to wait for another 8-10 hours to play another 10 minutes. I mean WHY are there only stamina games out there? This is a pure Pay2Win mechanic. Casher just buys themself as much stamina as they want to. The balancing in this game is non existant. I mean you can place like 5-7 heroes at once and you are bombared with huuuuuuge amount of enemy 30-400 of them. There is a stupid mechanic which called DP Deplayment Points. Every hero has some and the funny or let's say sad thing is, when you promote a hero the DP increases. Why is that like that? I mean it is a PROMOTION not a DOWNGRADE but receiving a DP increase IS a DOWNGRADE. Yes your hero get's stronger BUT it is also harder to deplay that hero because of higher cost which ends up in heavy problems to win the battle or even getting 3 stars match because you lose a star even when 1 enemy goes through. You can decrease the DP cost but you have to get the same hero several times for doing that but it's also useless when you promote it, the DP cost is higher again. You can get like a decrease of 2+ DP for maxing out the potential of each hero but you need 5 another heroes of the same type. But only 1 promotion increases the DP cost 2+++. Most special dungeons are closed and only open on a special day like Monday, Sunday etc. This game could be so nice but it is filled with Pay2Win mechanics. I rlly just can not understand the hype for a heavy non balanced Pay2Win game like that. The best part of this game is the music and the graphics of each hero. I love that music and the voices of some heroes but of course there are heroes which voices are annoying or let's say CAN be annoying because of repeating every some seconds.
This is a real Grinding hell ****... an it Costs weeks of time to get 10 pulls. And i love Kemonomimi just no... my friend payed lots of € just to become rebecca (6 star) over 10 Times in a row...
SummaryTake on the role of a key member of Rhodes Island, a pharmaceutical company that fights both a deadly infection and the unrest it leaves in its wake. Together with your leader Amiya, you'll recruit Operators, train them, then assign them to various operations to protect the innocent and resist those who would thrust the world into turmoi...